Files
xash3d-fwgs/engine/platform/sdl3/in_sdl3.c
2026-05-20 23:24:36 +05:00

204 lines
5.4 KiB
C

/*
platform_sdl3.h - SDL3 platform definitions
Copyright (C) 2025 Er2off
Copyright (C) 2025 Alibek Omarov
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "platform_sdl3.h"
#include "eiface.h" // ARRAYSIZE
#include "vid_common.h" // window_{width,height}
#include "client.h" // refState
#include "input.h" // Touch_WantVisibleCursor
#include "vgui_draw.h" // VGui_UpdateInternalCursorState
static struct
{
qboolean initialized;
SDL_Cursor *cursors[dc_last];
} cursors;
static struct
{
float x, y;
qboolean pushed;
} in_visible_cursor_pos;
void SDLash_InitCursors( void )
{
if( cursors.initialized )
SDLash_FreeCursors();
// load up all default cursors
cursors.cursors[dc_none] = NULL;
cursors.cursors[dc_arrow] = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_DEFAULT );
cursors.cursors[dc_ibeam] = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_TEXT );
cursors.cursors[dc_hourglass] = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_WAIT );
cursors.cursors[dc_crosshair] = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_CROSSHAIR );
cursors.cursors[dc_up] = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_DEFAULT );
cursors.cursors[dc_sizenwse] = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_NWSE_RESIZE );
cursors.cursors[dc_sizenesw] = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_NESW_RESIZE );
cursors.cursors[dc_sizewe] = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_EW_RESIZE );
cursors.cursors[dc_sizens] = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_NS_RESIZE );
cursors.cursors[dc_sizeall] = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_MOVE );
cursors.cursors[dc_no] = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_NOT_ALLOWED );
cursors.cursors[dc_hand] = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_POINTER );
cursors.initialized = true;
}
void SDLash_FreeCursors( void )
{
if( !cursors.initialized )
return;
for( int i = 0; i < ARRAYSIZE( cursors.cursors ); i++ )
{
if( cursors.cursors[i] )
{
SDL_DestroyCursor( cursors.cursors[i] );
cursors.cursors[i] = NULL;
}
}
cursors.initialized = false;
}
qboolean Platform_GetMouseGrab( void )
{
return SDL_GetWindowMouseGrab( host.hWnd );
}
void Platform_SetMouseGrab( qboolean enable )
{
SDL_SetWindowMouseGrab( host.hWnd, enable );
}
void Platform_MouseMove( float *x, float *y )
{
SDL_GetRelativeMouseState( x, y );
}
void GAME_EXPORT Platform_SetMousePos( int x, int y )
{
SDL_WarpMouseInWindow( host.hWnd, x, y );
}
void GAME_EXPORT Platform_GetMousePos( int *x, int *y )
{
SDL_FPoint p = { 0 };
SDL_GetMouseState( &p.x, &p.y );
if( x )
*x = p.x;
if( y )
*y = p.y;
}
void Platform_SetCursorType( VGUI_DefaultCursor type )
{
qboolean visible = type != dc_user && type != dc_none;
// never disable cursor in touch emulation mode
if( !visible && Touch_WantVisibleCursor( ))
return;
host.mouse_visible = visible;
VGui_UpdateInternalCursorState( type );
if( visible )
{
if( cursors.initialized )
SDL_SetCursor( cursors.cursors[type] );
SDL_ShowCursor();
// restore the last mouse position
if( in_visible_cursor_pos.pushed )
{
SDL_WarpMouseInWindow( host.hWnd, in_visible_cursor_pos.x, in_visible_cursor_pos.y );
in_visible_cursor_pos.pushed = false;
}
}
else
{
// save last mouse position and warp it to the center
if( !in_visible_cursor_pos.pushed )
{
SDL_GetMouseState( &in_visible_cursor_pos.x, &in_visible_cursor_pos.y );
SDL_WarpMouseInWindow( host.hWnd, host.window_center_x, host.window_center_y );
in_visible_cursor_pos.pushed = true;
}
SDL_HideCursor();
}
}
void Platform_EnableTextInput( qboolean enable )
{
enable ? SDL_StartTextInput( host.hWnd ) : SDL_StopTextInput( host.hWnd );
}
int Platform_GetClipboardText( char *buffer, size_t size )
{
char *text = SDL_GetClipboardText();
if( !text )
return 0;
int len;
if( buffer && size > 0 )
len = Q_strncpy( buffer, text, size );
else
len = Q_strlen( text );
SDL_free( text );
return len;
}
void Platform_SetClipboardText( const char *buffer )
{
SDL_SetClipboardText( buffer );
}
key_modifier_t Platform_GetKeyModifiers( void )
{
SDL_Keymod mod_flags = SDL_GetModState();
key_modifier_t result_flags = KeyModifier_None;
if( FBitSet( mod_flags, SDL_KMOD_LCTRL ))
SetBits( result_flags, KeyModifier_LeftCtrl );
if( FBitSet( mod_flags, SDL_KMOD_RCTRL ))
SetBits( result_flags, KeyModifier_RightCtrl );
if( FBitSet( mod_flags, SDL_KMOD_RSHIFT ))
SetBits( result_flags, KeyModifier_RightShift );
if( FBitSet( mod_flags, SDL_KMOD_LSHIFT ))
SetBits( result_flags, KeyModifier_LeftShift );
if( FBitSet( mod_flags, SDL_KMOD_LALT ))
SetBits( result_flags, KeyModifier_LeftAlt );
if( FBitSet( mod_flags, SDL_KMOD_RALT ))
SetBits( result_flags, KeyModifier_RightAlt );
if( FBitSet( mod_flags, SDL_KMOD_NUM ))
SetBits( result_flags, KeyModifier_NumLock );
if( FBitSet( mod_flags, SDL_KMOD_CAPS ))
SetBits( result_flags, KeyModifier_CapsLock );
if( FBitSet( mod_flags, SDL_KMOD_RGUI ))
SetBits( result_flags, KeyModifier_RightSuper );
if( FBitSet( mod_flags, SDL_KMOD_LGUI ))
SetBits( result_flags, KeyModifier_LeftSuper );
return result_flags;
}